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MEL Scripting for Maya Animators, 2nd Edition by Mark R. Wilkins, Chris Kazmier

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Chapter 1. Maya Under the Hood

In this chapter you will learn

  • That, to Maya, your scene is nothing more than a collection of nodes and connections, which together compose the dependency graph.

  • What a dependency graph node is and how it relates to what you see in the 3D viewer.

  • That the Channel Box and Attribute Editor windows are the Maya interface’s most commonly used tools to manipulate the attributes of dependency graph nodes.

  • That certain nodes, but not all, are part of the transform hierarchy, which establishes spatial relationships among objects.

  • How to use the Outliner, the Hypergraph, and the Connection Editor to examine how nodes fit into the dependency graph and the transform hierarchy.

  • How common tasks, such as creating objects, setting animation ...

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